Skill Creator - SHINOBI WAY Jutsu Generator
This skill helps create new game skills (jutsu) for the SHINOBI WAY: THE INFINITE TOWER roguelike game.
When to Use
Activate when the user wants to:
- Create a new jutsu or skill
- Add a new ability or technique
- Design a combat skill
- Balance or modify existing skills
Workflow
Step 1: Gather Basic Info
Ask the user for:
- Skill Name - The jutsu name (e.g., "Fireball Jutsu", "Chidori")
- Skill ID - Lowercase with underscores (e.g.,
fireball, chidori_stream)
- Tier - BASIC, ADVANCED, HIDDEN, FORBIDDEN, or KINJUTSU
- Description - Flavor text explaining what the skill does
Tier Guidelines:
| Tier |
Rank |
INT Req |
Description |
| BASIC |
E-D |
0-6 |
Academy fundamentals, taijutsu, basic tools |
| ADVANCED |
C-B |
8-12 |
Chunin-level techniques, elemental jutsu |
| HIDDEN |
B-A |
14-18 |
Jonin/Clan secret techniques |
| FORBIDDEN |
A-S |
16-20 |
Dangerous, high-risk techniques |
| KINJUTSU |
S+ |
20-24 |
Ultimate forbidden arts |
Step 2: Determine Action Type
Ask the user which action type:
- MAIN: Ends your turn - primary attacks and jutsu (default)
- TOGGLE: Activate once (ends turn), pays upkeep cost per turn
- SIDE: Free action BEFORE Main, max 2 per turn (setup/utility)
- PASSIVE: Always active, no action required (permanent bonuses)
Action Type Rules:
| Type |
Turn Cost |
Limit |
Use Case |
| MAIN |
Ends turn |
1/turn |
Attacks, damage jutsu |
| TOGGLE |
Ends turn to activate |
Upkeep/turn |
Sharingan, Gates, stances |
| SIDE |
Free |
2/turn |
Buffs, shields, setup |
| PASSIVE |
None |
Always on |
Permanent stat bonuses |
Step 3: Determine Element & Damage Type
Element (for elemental interactions):
- FIRE, WIND, LIGHTNING, EARTH, WATER (elemental cycle: Fire > Wind > Lightning > Earth > Water > Fire)
- PHYSICAL (taijutsu)
- MENTAL (genjutsu)
Damage Type (determines which defense applies):
- PHYSICAL - mitigated by Strength
- ELEMENTAL - mitigated by Spirit
- MENTAL - mitigated by Calmness
- TRUE - bypasses ALL defenses (FORBIDDEN/KINJUTSU only)
Damage Property:
- NORMAL - subject to both flat and % defenses
- PIERCING - ignores flat defense, only % applies
- ARMOR_BREAK - ignores % defense, only flat applies
Attack Method:
- MELEE - hit chance uses Speed vs Speed
- RANGED - hit chance uses Accuracy vs Speed
- AUTO - always hits (genjutsu, some DoTs)
Step 4: Set Costs & Cooldown
- chakraCost: Chakra consumed (0 for taijutsu, 15-150 for jutsu)
- hpCost: HP sacrificed (usually 0, used for forbidden/physical techniques)
- cooldown: Turns before reuse (0-10, higher for powerful skills)
- upkeepCost: For TOGGLE skills, CP or HP paid each turn while active
Step 5: Damage Scaling
- damageMult: Base multiplier (1.5-10.0 range based on tier)
| Tier |
Zero-Cost |
Low (5-15) |
Medium (20-40) |
High (50+) |
| BASIC |
1.5-2.2x |
2.0-2.5x |
2.5-3.0x |
N/A |
| ADVANCED |
N/A |
2.5-3.0x |
3.0-3.5x |
3.5-4.0x |
| HIDDEN |
N/A |
3.0-3.5x |
3.5-4.5x |
4.5-5.0x |
| FORBIDDEN |
N/A |
N/A |
4.0-5.0x |
5.0-7.0x |
| KINJUTSU |
N/A |
N/A |
5.0-6.0x |
6.0-10.0x |
- scalingStat: Which stat scales damage
- STRENGTH - taijutsu
- SPIRIT - ninjutsu/elemental
- SPEED - fast attacks
- ACCURACY - ranged/precision
- CALMNESS - genjutsu
- INTELLIGENCE - complex jutsu
Step 6: Effects (Optional)
Add status effects on hit. See skill-interface.md for all effect types.
Common patterns:
- DoT: BURN, BLEED, POISON with value (damage), duration, chance
- CC: STUN, CONFUSION, SILENCE with duration, chance
- Buff: BUFF with targetStat, value (multiplier), duration
- Debuff: DEBUFF with targetStat, value (reduction), duration
- Shield: SHIELD with value (HP absorbed), duration
- Drain: CHAKRA_DRAIN with value
Step 7: Requirements (Optional)
- intelligence: Minimum INT to learn (see tier guidelines)
- clan: Restrict to specific clan (Clan.UCHIHA, etc.)
Step 8: Special Properties (Optional)
- critBonus: Extra crit chance % (5-30)
- penetration: % defense ignored (0-0.5)
- isToggle: True for stance skills (auto-set if actionType is TOGGLE)
- upkeepCost: Chakra/HP per turn while toggle active
- sideActionLimit: Max uses per turn for SIDE skills (default 1)
- passiveEffect: For PASSIVE skills, define stat bonuses
Step 9: Skill Image (Optional)
Ask if the user has a background image for the skill.
- image: Path to the skill image relative to project root
- Format:
/assets/skill_[skill_id].png
- Example:
/assets/skill_fireball.png
Output Format
Generate TypeScript code ready to add to src/game/constants/index.ts:
SKILL_NAME: {
id: 'skill_id',
name: 'Skill Display Name',
tier: SkillTier.TIER,
description: 'Flavor text description.',
actionType: ActionType.MAIN, // MAIN/TOGGLE/SIDE/PASSIVE
chakraCost: 0,
hpCost: 0,
cooldown: 0,
currentCooldown: 0,
damageMult: 0.0,
scalingStat: PrimaryStat.STAT,
damageType: DamageType.TYPE,
damageProperty: DamageProperty.PROPERTY,
attackMethod: AttackMethod.METHOD,
element: ElementType.ELEMENT,
requirements: { intelligence: 0 },
effects: [{ type: EffectType.TYPE, value: 0, duration: 0, chance: 0.0 }],
image: '/assets/skill_skill_id.png'
},
TOGGLE Skill Output
TOGGLE_SKILL: {
id: 'toggle_id',
name: 'Toggle Skill Name',
tier: SkillTier.HIDDEN,
description: 'Toggle description.',
actionType: ActionType.TOGGLE,
chakraCost: 10, // Activation cost
hpCost: 0,
cooldown: 5,
currentCooldown: 0,
damageMult: 0,
scalingStat: PrimaryStat.INTELLIGENCE,
damageType: DamageType.PHYSICAL,
damageProperty: DamageProperty.NORMAL,
attackMethod: AttackMethod.AUTO,
element: ElementType.PHYSICAL,
isToggle: true,
upkeepCost: 5, // Cost per turn while active
effects: [
{ type: EffectType.BUFF, targetStat: PrimaryStat.SPEED, value: 0.3, duration: -1, chance: 1.0 }
]
},
SIDE Skill Output
SIDE_SKILL: {
id: 'side_id',
name: 'Side Skill Name',
tier: SkillTier.BASIC,
description: 'Setup/utility description.',
actionType: ActionType.SIDE,
chakraCost: 5,
hpCost: 0,
cooldown: 3,
currentCooldown: 0,
damageMult: 0, // Usually 0 for SIDE skills
scalingStat: PrimaryStat.DEXTERITY,
damageType: DamageType.PHYSICAL,
damageProperty: DamageProperty.NORMAL,
attackMethod: AttackMethod.AUTO,
element: ElementType.PHYSICAL,
effects: [{ type: EffectType.SHIELD, value: 30, duration: 1, chance: 1.0 }]
},
PASSIVE Skill Output
PASSIVE_SKILL: {
id: 'passive_id',
name: 'Passive Skill Name',
tier: SkillTier.BASIC,
description: 'Permanent bonus description.',
actionType: ActionType.PASSIVE,
chakraCost: 0,
hpCost: 0,
cooldown: 0,
currentCooldown: 0,
damageMult: 0,
scalingStat: PrimaryStat.STRENGTH,
damageType: DamageType.PHYSICAL,
damageProperty: DamageProperty.NORMAL,
attackMethod: AttackMethod.AUTO,
element: ElementType.PHYSICAL,
passiveEffect: {
damageBonus: 0.1, // +10% damage
regenBonus: { chakra: 3 } // +3 CP/turn
}
},
Reference Files
- skill-interface.md - Full Skill interface and enum definitions
- examples.md - Example skills from the game
Balance Guidelines
Damage by Tier
| Tier |
Chakra Cost |
Cooldown |
Damage Mult |
Notes |
| BASIC |
0-20 |
0-3 |
1.5-2.5x |
Basic, reliable, spammable |
| ADVANCED |
15-40 |
2-4 |
2.5-3.5x |
Signature elemental moves |
| HIDDEN |
25-50 |
3-5 |
3.5-5.0x |
Powerful clan techniques |
| FORBIDDEN |
40-80 |
4-6 |
4.5-6.0x |
Risky, HP costs common |
| KINJUTSU |
50-150 |
6-99 |
5.0-10.0x |
Ultimate, once per fight |
Cooldown Standards
| Skill Type |
CD Range |
Reason |
| Basic attacks |
0-1 |
Spammable fallback |
| Low utility |
2-3 |
Frequent use |
| Strong damage |
3-4 |
Moderate pacing |
| Powerful effects |
4-6 |
Strategic timing |
| Ultimate skills |
6-10 |
Once per fight |
| One-time use |
99 |
Single use |
SIDE Action Rules
- No direct damage - Exception: Phoenix Flower (weak chip)
- Max 2 per turn - Prevents infinite buff stacking
- Setup focus - Designed to enhance MAIN actions
- Long cooldowns (3-5 turns) - Can't spam same buff
TOGGLE Balance
- Activation costs turn - Opportunity cost to enable
- Meaningful upkeep - 5-10 CP or HP per turn
- Counter-play exists - Silence/Chakra Drain shuts them down
- Strong but unsustainable - Resource drain forces decisions
PASSIVE Balance
- Small but meaningful bonuses - +5-10% stats, +3-5 regen
- Stat requirements - Gate powerful passives behind stat thresholds
- Slot-limited - Players can only equip 2-3 passives
1---2name: jutsu-creator3description: Create new jutsu/skills for SHINOBI WAY game. Use when user wants to add abilities, techniques, jutsu, or combat skills. Guides through all parameters and generates TypeScript code.4---56# Skill Creator - SHINOBI WAY Jutsu Generator78This skill helps create new game skills (jutsu) for the SHINOBI WAY: THE INFINITE TOWER roguelike game.910## When to Use1112Activate when the user wants to:1314- Create a new jutsu or skill15- Add a new ability or technique16- Design a combat skill17- Balance or modify existing skills1819## Workflow2021### Step 1: Gather Basic Info2223Ask the user for:24251. **Skill Name** - The jutsu name (e.g., "Fireball Jutsu", "Chidori")262. **Skill ID** - Lowercase with underscores (e.g., `fireball`, `chidori_stream`)273. **Tier** - BASIC, ADVANCED, HIDDEN, FORBIDDEN, or KINJUTSU284. **Description** - Flavor text explaining what the skill does2930**Tier Guidelines:**3132| Tier | Rank | INT Req | Description |33|------|------|---------|-------------|34| BASIC | E-D | 0-6 | Academy fundamentals, taijutsu, basic tools |35| ADVANCED | C-B | 8-12 | Chunin-level techniques, elemental jutsu |36| HIDDEN | B-A | 14-18 | Jonin/Clan secret techniques |37| FORBIDDEN | A-S | 16-20 | Dangerous, high-risk techniques |38| KINJUTSU | S+ | 20-24 | Ultimate forbidden arts |3940### Step 2: Determine Action Type4142Ask the user which action type:4344- **MAIN**: Ends your turn - primary attacks and jutsu (default)45- **TOGGLE**: Activate once (ends turn), pays upkeep cost per turn46- **SIDE**: Free action BEFORE Main, max 2 per turn (setup/utility)47- **PASSIVE**: Always active, no action required (permanent bonuses)4849**Action Type Rules:**5051| Type | Turn Cost | Limit | Use Case |52|------|-----------|-------|----------|53| MAIN | Ends turn | 1/turn | Attacks, damage jutsu |54| TOGGLE | Ends turn to activate | Upkeep/turn | Sharingan, Gates, stances |55| SIDE | Free | 2/turn | Buffs, shields, setup |56| PASSIVE | None | Always on | Permanent stat bonuses |5758### Step 3: Determine Element & Damage Type5960**Element** (for elemental interactions):6162- FIRE, WIND, LIGHTNING, EARTH, WATER (elemental cycle: Fire > Wind > Lightning > Earth > Water > Fire)63- PHYSICAL (taijutsu)64- MENTAL (genjutsu)6566**Damage Type** (determines which defense applies):6768- PHYSICAL - mitigated by Strength69- ELEMENTAL - mitigated by Spirit70- MENTAL - mitigated by Calmness71- TRUE - bypasses ALL defenses (FORBIDDEN/KINJUTSU only)7273**Damage Property**:7475- NORMAL - subject to both flat and % defenses76- PIERCING - ignores flat defense, only % applies77- ARMOR_BREAK - ignores % defense, only flat applies7879**Attack Method**:8081- MELEE - hit chance uses Speed vs Speed82- RANGED - hit chance uses Accuracy vs Speed83- AUTO - always hits (genjutsu, some DoTs)8485### Step 4: Set Costs & Cooldown8687- **chakraCost**: Chakra consumed (0 for taijutsu, 15-150 for jutsu)88- **hpCost**: HP sacrificed (usually 0, used for forbidden/physical techniques)89- **cooldown**: Turns before reuse (0-10, higher for powerful skills)90- **upkeepCost**: For TOGGLE skills, CP or HP paid each turn while active9192### Step 5: Damage Scaling9394- **damageMult**: Base multiplier (1.5-10.0 range based on tier)9596| Tier | Zero-Cost | Low (5-15) | Medium (20-40) | High (50+) |97|------|-----------|------------|----------------|------------|98| BASIC | 1.5-2.2x | 2.0-2.5x | 2.5-3.0x | N/A |99| ADVANCED | N/A | 2.5-3.0x | 3.0-3.5x | 3.5-4.0x |100| HIDDEN | N/A | 3.0-3.5x | 3.5-4.5x | 4.5-5.0x |101| FORBIDDEN | N/A | N/A | 4.0-5.0x | 5.0-7.0x |102| KINJUTSU | N/A | N/A | 5.0-6.0x | 6.0-10.0x |103104- **scalingStat**: Which stat scales damage105 - STRENGTH - taijutsu106 - SPIRIT - ninjutsu/elemental107 - SPEED - fast attacks108 - ACCURACY - ranged/precision109 - CALMNESS - genjutsu110 - INTELLIGENCE - complex jutsu111112### Step 6: Effects (Optional)113114Add status effects on hit. See [skill-interface.md](skill-interface.md) for all effect types.115116Common patterns:117118- **DoT**: BURN, BLEED, POISON with value (damage), duration, chance119- **CC**: STUN, CONFUSION, SILENCE with duration, chance120- **Buff**: BUFF with targetStat, value (multiplier), duration121- **Debuff**: DEBUFF with targetStat, value (reduction), duration122- **Shield**: SHIELD with value (HP absorbed), duration123- **Drain**: CHAKRA_DRAIN with value124125### Step 7: Requirements (Optional)126127- **intelligence**: Minimum INT to learn (see tier guidelines)128- **clan**: Restrict to specific clan (Clan.UCHIHA, etc.)129130### Step 8: Special Properties (Optional)131132- **critBonus**: Extra crit chance % (5-30)133- **penetration**: % defense ignored (0-0.5)134- **isToggle**: True for stance skills (auto-set if actionType is TOGGLE)135- **upkeepCost**: Chakra/HP per turn while toggle active136- **sideActionLimit**: Max uses per turn for SIDE skills (default 1)137- **passiveEffect**: For PASSIVE skills, define stat bonuses138139### Step 9: Skill Image (Optional)140141Ask if the user has a background image for the skill.142143- **image**: Path to the skill image relative to project root144- Format: `/assets/skill_[skill_id].png`145- Example: `/assets/skill_fireball.png`146147## Output Format148149Generate TypeScript code ready to add to `src/game/constants/index.ts`:150151```typescript152SKILL_NAME: {153 id: 'skill_id',154 name: 'Skill Display Name',155 tier: SkillTier.TIER,156 description: 'Flavor text description.',157 actionType: ActionType.MAIN, // MAIN/TOGGLE/SIDE/PASSIVE158 chakraCost: 0,159 hpCost: 0,160 cooldown: 0,161 currentCooldown: 0,162 damageMult: 0.0,163 scalingStat: PrimaryStat.STAT,164 damageType: DamageType.TYPE,165 damageProperty: DamageProperty.PROPERTY,166 attackMethod: AttackMethod.METHOD,167 element: ElementType.ELEMENT,168 requirements: { intelligence: 0 },169 effects: [{ type: EffectType.TYPE, value: 0, duration: 0, chance: 0.0 }],170 image: '/assets/skill_skill_id.png'171},172```173174### TOGGLE Skill Output175176```typescript177TOGGLE_SKILL: {178 id: 'toggle_id',179 name: 'Toggle Skill Name',180 tier: SkillTier.HIDDEN,181 description: 'Toggle description.',182 actionType: ActionType.TOGGLE,183 chakraCost: 10, // Activation cost184 hpCost: 0,185 cooldown: 5,186 currentCooldown: 0,187 damageMult: 0,188 scalingStat: PrimaryStat.INTELLIGENCE,189 damageType: DamageType.PHYSICAL,190 damageProperty: DamageProperty.NORMAL,191 attackMethod: AttackMethod.AUTO,192 element: ElementType.PHYSICAL,193 isToggle: true,194 upkeepCost: 5, // Cost per turn while active195 effects: [196 { type: EffectType.BUFF, targetStat: PrimaryStat.SPEED, value: 0.3, duration: -1, chance: 1.0 }197 ]198},199```200201### SIDE Skill Output202203```typescript204SIDE_SKILL: {205 id: 'side_id',206 name: 'Side Skill Name',207 tier: SkillTier.BASIC,208 description: 'Setup/utility description.',209 actionType: ActionType.SIDE,210 chakraCost: 5,211 hpCost: 0,212 cooldown: 3,213 currentCooldown: 0,214 damageMult: 0, // Usually 0 for SIDE skills215 scalingStat: PrimaryStat.DEXTERITY,216 damageType: DamageType.PHYSICAL,217 damageProperty: DamageProperty.NORMAL,218 attackMethod: AttackMethod.AUTO,219 element: ElementType.PHYSICAL,220 effects: [{ type: EffectType.SHIELD, value: 30, duration: 1, chance: 1.0 }]221},222```223224### PASSIVE Skill Output225226```typescript227PASSIVE_SKILL: {228 id: 'passive_id',229 name: 'Passive Skill Name',230 tier: SkillTier.BASIC,231 description: 'Permanent bonus description.',232 actionType: ActionType.PASSIVE,233 chakraCost: 0,234 hpCost: 0,235 cooldown: 0,236 currentCooldown: 0,237 damageMult: 0,238 scalingStat: PrimaryStat.STRENGTH,239 damageType: DamageType.PHYSICAL,240 damageProperty: DamageProperty.NORMAL,241 attackMethod: AttackMethod.AUTO,242 element: ElementType.PHYSICAL,243 passiveEffect: {244 damageBonus: 0.1, // +10% damage245 regenBonus: { chakra: 3 } // +3 CP/turn246 }247},248```249250## Reference Files251252- [skill-interface.md](skill-interface.md) - Full Skill interface and enum definitions253- [examples.md](examples.md) - Example skills from the game254255## Balance Guidelines256257### Damage by Tier258259| Tier | Chakra Cost | Cooldown | Damage Mult | Notes |260|------|-------------|----------|-------------|-------|261| BASIC | 0-20 | 0-3 | 1.5-2.5x | Basic, reliable, spammable |262| ADVANCED | 15-40 | 2-4 | 2.5-3.5x | Signature elemental moves |263| HIDDEN | 25-50 | 3-5 | 3.5-5.0x | Powerful clan techniques |264| FORBIDDEN | 40-80 | 4-6 | 4.5-6.0x | Risky, HP costs common |265| KINJUTSU | 50-150 | 6-99 | 5.0-10.0x | Ultimate, once per fight |266267### Cooldown Standards268269| Skill Type | CD Range | Reason |270|------------|----------|--------|271| Basic attacks | 0-1 | Spammable fallback |272| Low utility | 2-3 | Frequent use |273| Strong damage | 3-4 | Moderate pacing |274| Powerful effects | 4-6 | Strategic timing |275| Ultimate skills | 6-10 | Once per fight |276| One-time use | 99 | Single use |277278### SIDE Action Rules2792801. **No direct damage** - Exception: Phoenix Flower (weak chip)2812. **Max 2 per turn** - Prevents infinite buff stacking2823. **Setup focus** - Designed to enhance MAIN actions2834. **Long cooldowns** (3-5 turns) - Can't spam same buff284285### TOGGLE Balance2862871. **Activation costs turn** - Opportunity cost to enable2882. **Meaningful upkeep** - 5-10 CP or HP per turn2893. **Counter-play exists** - Silence/Chakra Drain shuts them down2904. **Strong but unsustainable** - Resource drain forces decisions291292### PASSIVE Balance2932941. **Small but meaningful bonuses** - +5-10% stats, +3-5 regen2952. **Stat requirements** - Gate powerful passives behind stat thresholds2963. **Slot-limited** - Players can only equip 2-3 passives